1,720,974 research outputs found

    Awkward sex, exploring the uncanny valley

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    This is an informal paper describing the design process that went into the current version of my sex simulation game, Awkward Sex. Read this if you are interested in the thoughts that went into overcoming the challenges of representing sex in games. I don't feel that I have collected enough information or experience to give a new perspective on sex in games, so, if you expect this to be an instruction manual to effectively implement sex scenes in your game, you are going to be disappointed. Worse than that: if you expect this paper to provide any evidence or even make references clear you are woefully out of luck! I will mention obscure games and technologies as if they were every day's. On the bright side, if you are interested in seeing how design can bend around technological limits and how to take strengths from weaknesses (and awkwardness) you might find this paper informative and even entertaining

    Scienze cognitive e game design. Progettare dinamiche di gioco non finalizzate a un obiettivo

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    Stiamo vivendo gli anni della gamification: game designers e teorici del game design dibattono sui modi di trasporre meccaniche di gioco in servizi, applicazioni e marketing tools non strettamente legati al gioco. La gamification è finalizzata a determinare nel giocatore/utente un comportamento. Nella retorica che supporta la gamification traspare una visione del gioco fortemente orientata al reward, cioè alla gratificazione in termini di premi e obiettivi. Senza dubbio esistono casi studio che supportano questo approccio anche nel game design tradizionale. La letteratura che tratta la teoria e la pratica del game design, spesso, riflette questa visione insistendo sul forte legame tra meccaniche e obiettivo di gioco. Esistono però esempi che non si adattano a questo modello: pensiamo ai giochi di Tale of Tales come The Path o Graveyard nei quali l’esperienza del gioco è, per dichiarata intenzione degli autori, avulsa dall’obiettivo apparentemente espresso dalle regole. È ragionevole pensare, quindi, che alcuni designer di giochi possiedano conoscenze empiriche su come rendere avvincente un loro prodotto al di là degli obiettivi di gioco. Il nostro articolo suggerisce che questa modalità di progettazione, che deriva le meccaniche di gioco (implementate) dalle dinamiche emergenti (progettate), sia fortemente collegata alla traduzione di schemi e modelli mentali, fenomeni psicologici e teorie del comportamento in dinamiche di gioco. La nostra teoria è che un gioco sia avvincente quando l’esperienza di questo tipo di dinamiche avviene, sul piano cognitivo-psicologico, in maniera analoga a quella delle illusioni ottiche sul piano percettivo, cioè quando esiste un contrasto tra aspettative e realtà conosciuta. Nell’articolo descriviamo quindi, con esempi, come alcune dinamiche cognitive possono essere applicate nel game design, generando attività di gioco dove la gratificazione non deriva dal raggiungimento dell’obiettivo ma dall’esperienza del contrasto tra i propri modelli mentali e quelli impiegati dal gioco. L’ambizione è quindi formalizzare in sapere trasferibile quello che è, oggi, una cultura empirica esclusivamente connessa all’esperienza del singolo

    The Unimportance of Flawless Game Mechanics

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    This short paper will try to forward a discussion based on these questions: can we design games the same way we design toys? What influences how players enact a game we design? How do we balance between freedom of interpretation and excess of expectations? How do players effect other players' interpretations of a same game? This paper is intended for game design students, researchers, authors, and designers who are interested in creating original and experimental games, and challenging themselves with new takes on the process of game creation. It is especially targeted at developers that want to create games that are more open to interpretation and that accommodate more personal play styles: we believe this approach make games more powerful as communication devices, though this is not discussed in the paper. Instead, we will expand on the concept of "player deputization" and introduce a new take on designing games without focus on tasks and objectives

    [Game mechanics] & [Phenomena in cognitive and social psychology]: experiments in emotional design for communication

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    L'articolo presenta una metodologia originale per la progettazione creativa di applicazioni ludiche, basata sulle competenze che provengono dalle discipline della psicologia sociale, della psicologia cognitiva, e sulla teoria delle dissonanze cognitive. La metodologia e' stata applicata durante un workshop didattico della Scuola del Design del Politecnico di Milano dimostrando la sua efficacia per lo stimolo alla creativita' di soluzioni interattive

    Exotic orientation systems as gameplay devices

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    Games often employ unusual connections between representation and reality as a tool for creating interesting interactions. Obviously things can happen in games that are impossible in the real world, but for this things to be meaningful there must be some connection with reality. This process of recognition is often the place where novelty takes place, exciting interest. We made a game that experiments with in-game representation and the relationship between perception in reality and simulated reality. The game, called “MirrorMoon”, relies on a spatial paradox in a way similar to Escher's art or Penrose's impossible objects: while the representation does not seem coherent as a whole, it is plausible if considered one part at a time. We believe this happens because representations are not subsets of reality, but they are perceived in a way that is coherent with the properties of the representation itself

    Antibody-guided diagnosis: An Italian experience on CEA-expressing tumours

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    Within the Italian CNR Biomedical Technology programmes a large multicentre clinical trial on CEA-expressing carcinomas has been carried out. F(ab')2 fragments of anti-CEA monoclonal antibody (MAb) FO23C5, radiolabelled with either 131I or 111In, were supplied to 10 different Italian nuclear medicine departments. Over 500 patients with gastrointestinal, lung, breast, and other carcinomas have been investigated. The results obtained in our nuclear medicine department are reported here. In GI cancer group, the 131I compound showed better results except in liver metastases detected only in 28/57 patients. In the lung cancer group, very satisfactory results were achieved in primary tumours and local or systemic recurrences: 111In tracer was preferentially used. In the breast cancer group immunoscintigraphy proved to be helpful in differential diagnosis of neoplastic and benign bone lesions. Significant improvements of diagnostic sensitivity were achieved in GI cancer patients by means of i.p. administration. Finally, 12 patients with advanced disease were given different 131I radioiodinated MAbs (100 mCi average dose). Administration route was either i.v. (3 cases) or i.p. (9 cases). Clinical and instrumental evidence of complete (1) or partial (7) response was observed in 8 patients
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